FOUNDATIONS FEATURE
Skin algorithms: balanced, glass, brutalist
Three deterministic algorithms turn a seed colour into a full, accessible token set with its own personality, each with a few knobs to tune it.
Soft shadows, conservative radii, smooth motion, WCAG-AA contrast on brand. This site's moss skin.
Translucent panels, larger radii, diffuse shadows, emphasised motion. This card is frosted.
Zero radius (except pill), hard offset shadows, instant motion, saturated accents. Note this card's edge.
Skin algorithms
You do not hand-pick 41 colours. You pick a seed colour and an algorithm, and the algorithm derives the full token contract — every surface, state, border and shadow — with the contrast relationships that keep it accessible. The same seed through three algorithms gives three personalities.
Three personalities
balanced— corporate-readable. Soft drop shadows, conservative radii, smooth transitions, WCAG-AA contrast on brand. The reliable default (this site's moss skin). Knobs:radius_scale,shadow_intensity,motion_speed.glass— modern SaaS. Translucent frosted panels, larger radii, diffuse shadows, emphasised motion. Knobs:blur_amount,surface_transparency,shadow_softness.brutalist— bold and structural. Zero radius (except pill), hard offset shadows, instant motion, saturated accents. Knobs:shadow_offset,contrast_boost,shadow_color_mode.
Knobs tune character without leaving the contract — the output is always the same 41 tokens, just with different values.
Generation-by-algorithm makes a skin reproducible, accessible by construction, and cheap to iterate: change the seed or a knob, regenerate, done. Identity stops being a pile of hand-tuned hex that drifts and starts failing contrast, and becomes a deterministic function of (algorithm, seed, knobs). The next page shows how to generate and refine one.
How it works
`balanced` is corporate-readable: soft shadows, conservative radii, smooth motion, WCAG-AA contrast on brand (this site's moss skin). `glass` is modern SaaS: translucent frosted panels, larger radii, diffuse shadows, emphasised motion. `brutalist` is hard and structural: zero radius (except pill), hard offset shadows, instant motion, saturated accents. Each exposes knobs — balanced has `radius_scale`, `shadow_intensity`, `motion_speed`; glass has `blur_amount`, `surface_transparency`, `shadow_softness`; brutalist has `shadow_offset`, `contrast_boost`, `shadow_color_mode` — so you tune character without ever leaving the token contract.
Why it matters
Generation-by-algorithm means a skin is reproducible, accessible by construction, and cheap to iterate: change the seed or a knob, regenerate, done. Identity stops being a pile of hand-tuned hex values that drift and start failing contrast, and becomes a deterministic function of (algorithm, seed, knobs).